Wake Up ! by GoZz
Hello guys, so we were able to release our first build !!
This is available on this page : https://gozz.itch.io/wake-up
Wake Up! is a game about a girl stuck on her dreams, help her getting out of them !
This prototype is really not perfect but we hope you enjoyed it !
As we were developing on azerty keyboard the controls are :
Up/Down/Left/Right to move ( ZQSD for azerty keyboard users)
A to use the dreamcatcher
E to use the objects
Platforms : Windows, Mac, Linux
You can check on us :
Dev :
And @Raoul
Graphics :
Music is not by us : Xavier 'MV' Dang but we found a sound designer for the full version :D
Version 1.0.2
BugFix : Input lag removed so the game is now playable
BugFix : Wooden Crate Fix so it does not teleport to the previous button
Added an ESC button to go back on the menu (for quitting game or retrying level)
Transition to the credits when finishing the game... so you don't have to wait for something as there is nothing to come ;)
Version 1.0.1
BugFix : Jump has been upgraded as it was really tricky to use on platforms
BugFix : Wooden Crate Fix that prevented the crate from detaching from the player that could be game breaking
Mac OS X support
Linux support (untested)
Known Issues :
Player tends to "Moonwalk" sometimes
Fixes to do : - Physics ... this is quite ugly right now.... - Problems with activating objects - More sounds !
Here are some screenshots :


| Original URL | https://ldjam.com/events/ludum-dare/38/wake-up |
Ratings
| Overall | 208th | 3.671⭐ | 81🧑⚖️ |
| Fun | 329th | 3.266⭐ | 81🧑⚖️ |
| Innovation | 355th | 3.179⭐ | 80🧑⚖️ |
| Theme | 433th | 3.338⭐ | 79🧑⚖️ |
| Graphics | 48th | 4.531⭐ | 83🧑⚖️ |
| Mood | 25th | 4.263⭐ | 82🧑⚖️ |
| Given | 111🗳️ | 110🗨️ |
Great work!
The first idea was that the last box had to be placed on the push button and open the very first gate you see (on the left at the begining) and release a monster that follows you so you have to "speedrun" the world in the other way to get out and activate the Alarm clock
Nice Work! Hope this game can develope to full version.
I had a problem where I could not put down the wooden crate after picking it up, which prevented me from advancing any further, but I really enjoyed playing what I could :)
@lederhosen sometime your need to press E multiple times to drop the crate but some of my friend had issues and were never able to drop them. By the way, Limbo was one of our inspiration :)
We will start to work on a new version remade from scratch next week ;)
The controls felt clunky and slow, especially jumping. It also took me a bit to realize that you could move left. I kept pressing 'A' before I got the dream catcher, and it didn't do anything. After getting the dream catcher I realized to use the arrow keys.
Anyway, Great entry!
I will do some kind of "keyscreen" to explain the keybindings
By the way thanks for your feedback !!
Overall I really loved the kinds of well thought out puzzles this game had and the art was fantastic and gave a great sense of atmosphere! While the programming was fairly buggy for a game that uses built in physics it is actually pretty freaking good on the programming side (which must have taken quite a lot of tuning). Thanks again for sharing this game in my stream earlier!
The curve of the world made me a little motion sick, but I am really prone to that anyway ;)
Overall I think it's a neat concept .
Keep up the good work!
I love the emotionnal end wich explain the title... A very good experience! :thumbsup:
@Fouralex yeah this was on the to do list but we had no time to implement it :) It will be on the final game ;)
The controls are a little bit frustrating but despite that it's fun :D
Good game!
Little bug:
When I have switch between the 2 worlds, I have collide an element and the camera was shifted permanently like that:

* The controls still feel pretty clunky to me (i was playing the web version in case it makes a diffrence), probably mostly a matter of fine tuning the input parameters in unity some more, by default I think they are set more in mind for a fps game with analogue inputs or something.
* I spent a while at the beginning hitting different keys wondering why my dream catcher was not working until i realised I needed to pick it up first.
* The changing worlds thing is a great core mechanic for this kind of game, so would be interesting to see what more variation of puzzles you can make from it. The existing ones are just ok so far, but you need some more challenging ones to keep it interesting.
Overall felt pretty polished and had a good atmosphere though. Good work
@Togimaro : Yeah this bug occurs because our camera is not attached to the gameobject, I forget to do this but I don't want to fix it right now as it does not occurs that much :)
@automatonvx : This really needs tuning ! In fact we wanted to do a couple of levels, but the time got us. This level is the one we intended to be the tutorial, the aime was to show the player the differents aspects of the mechanics.
Again, thanks for your feedback, we hope to release a new version with more features and more mechanics... a fewer bugs :D
Just a tiny detail I noticed (but I'm sure you're already aware of): the letter E sometimes goes Ǝ when you change direction.
En tout cas encore bravo !
The movement animations seemed a big rugged when switching directions or changing speeds.The E key also flips with the box.
Overall it was very good.
Just as a tip, for games like this if you try to switch worlds while standing in what would be a wall in the target world, in my opinion it should just make a noise or display a visual effect, but not complete the switch. Getting stuck in a wall is no fun, even if you can switch right back.
I agree with the recent commentators about the controls. Other than that, I think your game is beautiful. And for this being your first Ludum Dare, it's amazing! I have no feedback if you're gonna be developing this further. You seem to know what you're doing. Just have in mind to check for bugs.
// Rasmus (one half of [LiquidBrain](https://ldjam.com/users/liquidbrain/))
The physics worked well for this specific game, for other games it might have been too floaty. But as I said, it really fits into this one.
Not quite sure what to make of the end :) What does it mean? I don't know :D
[Spoiler] @rnlf : you were in a coma ;)
Some small nitpicks:
-A simple transition between the dimensions when using the dreamcatcher (like a quick fade to black and back) would have been nice.
-The E prompt for picking up the crate got flipped around when you grabbed it and turned around
-The grass image was a little too stretched out, making it noticeably lower-res than the rest of the art.
Overall it was a really nice game. Great job!
I ran into a couple of issues however, the camera was slowly shifting more and more to the left of the player until I couldn't see her anymore; after restarting I got further but the camera shift was still happening. I found you could teleport objects from one world to the next by holding E and A (perhaps intentional?) but when dropping them they disappeared, or moved into odd places.
Nice idea regardless, good work on this entry!
Most of my gripes with this game you seem to be aware of already. A combination of spacebar and arrow keys can make one of these controls unresponsive; an experience I've had playing multiple browser games with this issue. Some games like these map alternate keys for a spacebar function (eg. a letter key) and they tend to work better. Backtracking because I fell through a hole or something was not too bad because it was a smaller game, but if you are to expand this game, I think it definitely would become a larger irritance.
Other smaller things:
- When I first landed on the box and hit E, it started to sink into the ground. This stopped immediately when I left the box though.
- The controls do feel a bit slippery as well. I dunno; it felt like sometimes I couldn't stop myself from moving when I wanted to.
- More sounds, yes! I could picture this with some LIMBO-esque sounding rustles for walking on the ground. I was getting a lot of LIMBO vibes from playing this, actually. I see LIMBO is one of your inspirations, and it shows in a great way.
- It was hard to tell what was a solid platform, as both the background and foreground elements could be in a black silhouette. Some rocks I thought I could land on, I couldn't.
- I can't exactly see how this relates to the theme. It's about a girl stuck in her dreams, but the world itself seems kind of big, as even though similar elements appear, there are different puzzles, and it felt like a different part in the same area of the "world". I guess the whole gist is that the world takes place in the girl's mind which is small compared to the *entire* world? :P
Overall, good job.
@sun-wukong you can go back if you use the arrow keys. I put the controls on the page so everybody has access to it.
Please come back and rate [Llama's World](https://ldjam.com/events/ludum-dare/38/llamas-world) ;) you left a comment a while ago
I was stuck for a while until I figured out that I had to hold down E to pick up boxes, but that might just be me :)
@Zeriver : Yeah we wanted to fix mosts of the bugs but time was running out ;) As it is our first entry on the Ludum Dare we learnt oa lot from this and we are expecting to go further on the development of the game. We made a facebook page if you wanna get in touch with us or follow the development of the future game !
[Wake Up on Facebook](https://www.facebook.com/wakeupthegame/)
@Zeriver @spinaljack : the platforms problems are mainly because of the way we started the game. At the mid point of the Ludum Dare I wanted to rebuild the physics and the main gameplay but time was too short BUT I know how to fix this and we are now working on a new version of the first level to create a demo with few levels before releasing a full version :)
Good job!
The UI can be simplified a little more by placing a small 'A' key graphic next to the dreamcatcher, I am pretty sure everybody will understand it without having to read a whole sentence.
The music is awesome and kept me wondering how I would get the girl out of her dream-and-nightmare-swapping world (another feeling you convey very well with the dreamcatcher mechanic).
When I found the alarm clock, I said "well, this is it, but I wonder if there is something beyond, something for what it's worth staying a little longer in the dream". I believe dreams sometimes help you find out things about yourself and your surrounding world that you are not always aware of when you are awake. That further discovery could be some kind of sidequest if you plan to develop the game further.
Great job! :wink:
::Bugs::
I found the same camera bug as @togimaro, besides another one which allows you to go up the last doors with metal bars

You can also push the crates while standing on top of them. I don't know if that was intentional, but it could become a cool feature if they were barrels (which you can roll by walking on top of them) instead of a crate.
I enjoyed the gameplay and the little puzzles.
congrat's!
Unfortunately I wasn't able to finish the game as my little girl just disappeared :(

@axoona : yeah sorry for this bug it tends to happens when you collide objects and don't release the button :/ I hope you will have the faith to try again and finish our tutorial level ;)
By the way and again.. Thanks everybody for your feedback we are so happy that you enjoyed our game, and that's why we are so motivated to give you a better version with more content !
Puzzles are well made with enough but not too obvious hints. The Platforming felt a bit rough and sometimes buggy.
Overall a great Entry!
the mood is, the music, and the graphics, they all just blend well with each other, like really well.
the only issue is the clumsy controls, but i must say, for 3 days, you already done more than enough honestly.
i must say, at the end, i nearly got stuck, but i won through hacking through the final gate :P,
if you simply push the movement button long enough, then click the jump button, as i am "stuck"/colliding to the gate. the jump force will somehow be big enough to jump over the gate.
very neat game. great job man.
and o man this ending :) it was a spot on surprise. loving the game. would totally love to see a more complete version of it.{a full game, perhaps. with some story/lore or something}.

@grasswhopper : wow thanks man for you great feedback, happy you loved what we did ! do not hesitate to follow us we would love to see you play our full version :) by the way thanks for the follow on itch.io :D
Congratulations for the game. I have enjoyed playing it
With that said, we can really feel the Limbo inspiration and I love these kind of "mood" games. Definitely a good base for that direction! Good job everyone (and mistermv for his contribution xD)
@david-cookie : thanks for your feedback, I know it's not really challenging as this level was supposed to be the tutorial and we wanted to create another level but meeh... time ;) ! Also, yeah I am a great fan of MisterMV so as we had no sound designer I presented this artist for the music and got some sounds from the freesound.org :) (so I disabled Audio rating ;) )
I'm a big fun of puzzle-platformers and it was a real joy to play your game.
Still there are some problems with physics - sometimes objects got stuck in the middle air. And one more thing I was confused was control. Firsltly is seems that the character is underwater, and secondly - it feels that I control the world, not the character. Maybe it's a feature, but I was confused.
Music and atmosphere are great, this feature with changing world to dark and light reminded me about Giana Sisters and this is great!
All in all I loved the game, thank you for making it!
Congratulations
As for problems: It seems like the game was a bit unresponsive at times, and it was really hard to jump from the bridge, because it took some time after landing before you can jump again. This can be due to my potato computer and low fps.
As for problems: It seems like the game was a bit unresponsive at times, and it was really hard to jump from the bridge, because it took some time after landing before you can jump again. This can be due to my potato computer and low fps.
But there's some confusion about controlling. Now that "D" is for moving forward, I recommend that "A" is for moving back, and "Q" for switching between the two dimensions. Just the "WASD" system :)
@Denny Sorry for the french keybord controllers ^^"
Otherwise you can use the directionnal arrows !
About jumping issue, I think the reason is this:
*** https://en.wikipedia.org/wiki/Centripetal_force ***
* I found it difficult to differentiate some of the things that I could stand on vs. some of the things that were background. For example - there was a black tree in the background which is slightly confusing. May I suggest only allowing the things you can climb on being black - it would make it easier to "read" the level without affecting the art style.
* The jump was my biggest problem. When trying to get the crate from the broken rope bridge, every time I tried to run and jump over the gap - I didn't jump. It seemed as though I had to jump before I started moving - and that felt off to me.
* There are a few little physics issues but I think you already know about all of these - the one I liked was: I climbed on top of the crate, held down E, started moving and the crate and I started moving together :)
Despite these niggles - I have to say, this is a fantastic game. It reminds me of "Limbo" and "Inside" but with the "switching universe" mechanic that always lends itself well to puzzles.
Fantastic work!
Navigating the world was a bit frustrating, just bumping into everything trying to navigate the dark shadow objects. I ended up just mushing the [A] button to navigate the world until I made it all the way thru.
The Control Scheme badly needs to detect what region it is in, and select a control scheme that is good for that region.
Switching Universe mechanic was interesting: Really holding out for that "Parallel Dimensions" Theme weren't you guys? =P
Really good submission, great job!
the main point of criticism that i have is with the movement controls. it seems others have mentioned this and im sure you are aware so i dont need to go into detail, but the controls just need to feel tighter, more responsive. also the very last door that is opened with the pressure plate, it is quite difficult to time it well enough to jump over the rising bars and i imagine there were some who didnt realize this is what you were supposed to do or were even able to do. i think if you were to make the movement controls more responsive it would fix this issue as well, though.
overall this is near the top of my favorites! the mood and graphics were outstanding and your scores reflect that. great job guys!